///////////////////////////////////////////////////////////
//  GameApplication.cpp
//  Implementation of the Class GameApplication
//  Created on:      11-Jan-2015 4:13:26 PM
//  Original author: Eng. Ahmed Yasser
///////////////////////////////////////////////////////////

#include "GameApplication.h"

using namespace EngineGame::EngineCore;


GameApplication::GameApplication(){

	// here is a code

}



GameApplication::~GameApplication(){

}



GameApplication::GameApplication(const GameApplication& theGameApplication){

}





void GameApplication::addGameApplicationObserver(IGameApplicationObserver* gameApplicationObserver){

}


void GameApplication::clearGameAppplicationObservers(){

}


void GameApplication::createGameLog(){

}


void GameApplication::createGameTimer(){

}


void GameApplication::createGameWindow(){

}


HINSTANCE GameApplication::getAppInstance(){

	return  NULL;
}


EngineGame::EngineProfile::IGameLog* GameApplication::getGameLogger(){

	return  NULL;
}


EngineGame::EngineUtilities::IGameTimer* GameApplication::getGameTimer(){

	return  NULL;
}


std::string GameApplication::getGameTitle(){

	return  NULL;
}


IGameWindow* GameApplication::getGameWindow(){

	return  NULL;
}


void GameApplication::handleInput(){

}


bool GameApplication::initGame(HINSTANCE hInstance, std::string gameTitle, int windowWidth, int windowHeight){

	return false;
}


void GameApplication::onApplicationBeginFrame(IGameApplication* gameApplication){

}


void GameApplication::onApplicationEnd(IGameApplication* gameApplication){

}


void GameApplication::onApplicationEndFrame(IGameApplication* gameApplication){

}


void GameApplication::onApplicationStart(IGameApplication* gameApplication){

}


void GameApplication::onInit(){

}


void GameApplication::onRender(){

}


void GameApplication::onUpdate(double elapsedTime){

}


void GameApplication::onWindowClosed(IGameWindow* gameWindow){

}


void GameApplication::onWindowCreated(IGameWindow* gameWindow){

}


void GameApplication::onWindowDestroyed(IGameWindow* gameWindow){

}


void GameApplication::onWindowResized(IGameWindow* gameWindow, int width, int height){

}


void GameApplication::removeGameApplicationObserver(IGameApplicationObserver* gameApplicationObserver){

}


void GameApplication::runGame(){

}


void GameApplication::shutdownGame(){

}